I've been thinking on this for a while, and have decided to do that same approach: write down how it is in the books, and build the system up from there instead.
This, of course, requires me to pretty much build from scratch instead of doing a conversion from the existing d20 book. Which is fine, I liked the idea of E6 for this better anyways, which would require throwing out the existing progressions.
Before I ask anything else: have you ever read the d20 Wheel of Time book by WotC? It came out waaaay early in 3e.
I'm impressed by your attempts and your insights. You'd be interested by this book.
Wikipedia entry and [ame=http://www.amazon.com/Wheel-Roleplaying-Introduction-Jordan-Robert/dp/0786919965]The Amazon listing[/ame]
Here's some of the things I've looked at:
- The One Power seems like it's a combination of spontaneous and learned casting, using psionics (yes, a sorcerer/wizard/psion combination).
Basically, you cast any spell you know, and you can learn any number of spells, and you use points to fuel casting.
Done.
- The current era, aside from a few channelers (Rand, Forsaken, a few of the girls, etc), is fairly "low magic". This can be modeled well with simply having weaves require to be learned, and thus no one there to train means no new weaves (automatic limit).
Sure, there's experimentation and witnessing a Forsaken do something that's from the Age of Legends, but that's rare, and still strictly limited. No Jo Cars and influx of ter'angreal, nor weapons made from the One Power.
Done.
- Focusing your mind should be a trained skill thing. It should be the skill that is used to access the one power. It should also be the skill used for advanced combat stuff (blademasters, sword forms, and generally good combatants, such as a few archers I recall reading about).
This lets non-channelers get some nice things beyond the mundane equipment and abilities.
Remember, ignoring the effects of weather and environment is specifically called out as not a use of the One Power, but "a trick of the mind". Note also Lan's use of "ko'di". Tam's Flame and Void, etc.
Meh, not sure if this is a good idea in-game. Advanced combat stuff is based on a feat, and the F&V description is more why Rand can do it and normals can't.
- Since an Aes Sedai can be trained as a Wise One, and vice versa, and various other permutations... it really doesn't make sense to have different classes for channeling, even with prestige classes.
What makes more sense is a single class for progression, and what you get from the training is what weaves you know, feats to access, etc.
A wilder's block feels as much as roleplaying restriction as an Aes Sedai not being able to lie. This can change based on roleplaying events (learning to break through the block, or being released from the Oath Rod, etc).
They each carry their own set of roleplaying effects (can lie and attack people with the power, and Aes Sedai making even Kings come to heel).
In the book it's a full-round action to embrace the source. This is *huge* in an RPG, considering surprise rounds and instant-reactions.
Wilders vs. Initiates is the class division. Wilders have a block they can take a feat to ignore. They need to be in the right mood, one they have to design into their characters at cration (ie: sad, afraid, angry, happy, etc.) I don't know if it works in-game.
- The biggest difference in channeling is between the sexes. I really like the idea of women using Wisdom for most of their stat effects on channeling (except the skill the stuff), while men using Charisma for most of their channeling.
Women having to respond to the One Power, guiding it through letting it flow.. while men grasping the One Power and forcing it to do what they want, on that edge of disaster.
Also, the progression of power points might be different, since women are said to have a steady increase in power until they've fully grown into their ability, while males tend to have plateaus and growth spurts.
Intriguing! In the d20 book, Initiates use Int, while Wilders use Cha. Both rely on Wisdom.
However, you get bonus weaves based on both high Int/Cha and high Wisdom, so if you have two high stats you get two sets of bonus weaves.
I like the idea of Cha for Men and Wis for women. It makes a certain amount of sense, especially with the Yin/Yang division (ie: male mojo vs. women's intuition).
- The way that channeling is limited (and therefore kept at a somewhat even footing with the normals), is that you have to grasp the one power, and then build up to holding the amount of power you want, like turning on a faucet.
If this is limited by time (with ways of making it go faster, like quickdraw for casters essentially), then a channeler can take time to respond with the One Power to a situation. Arrows being something Aes Sedai fear quite justifiably.
As mentioned above, Embracing the source is a full-round action.
Also, there's mention of "channeling sickness", something wilders tend to get, that happens from holding too much one power for too long, over a long period. This is disincentive to just walk around holding the one power all day long, every day. That and the taint for males (or saa with the True Power).
Yeah, good question. Should work like addicitons, maybe? Will save? Fort save?
That, and some shadowspawn (and other evil things), as well as other channelers, can sense someone holding the one power... which can be a very, very bad thing when it comes to Forsaken or Gholams/Myrdraal.
Yep, easily done. I have notes on Fades.
- Affinities and Talents all seem like things you can grow into, so they should be something you can pick up with feats later on in the game.
I'm still not sure if weaves should be separated into Talents, because it seems like there just some weaves that anyone can use (and not just 0 level ones).
Like.. while people might have a "talent" for Healing, and not having that talent means only access to 0th or 1st level stuff, things like Bonding a Warder doesn't really ever get referenced as "I don't have a Talent at Conjunction, so I can't really bond a warder".
It seems to better suit a Talent as a "bonus" thing (since most talents are one single thing anyways, like Delving), and some also grant access to extra weaves, or more powerful versions of weaves.
In the book they say that after a certain level you can't learn weaves outside your Talent. There are piles of feats, and it's a feat to pick up each one, especially in Pathfinder: every other level, plus bonus channeler feats, and a PC is going to have enough Talents to do their job.
Talents are basically groups of Weaves, some with a bunch of weaves (elementalism) and others with only one (Balefire). Think like schools of magic, but more broad AND more specific than the schools of magic in D&D. Seemingly arbitrary, but not bad. You have a feat for a talent, you can learn and cast those weaves.
The lower levels, though, you don't need a talent to cast those weaves. Makes sense, really.
Affinities: you pick one, and can get more with feats. If you have one, and a weave has that element, you cast it normally. If you have an affinity for all the elements needed for a weave, you cast it one level lower than it's listed (ie: if you have Spirit and Fire, and you need Spirit and Fire, you cast a 3rd level weave as if it were 2nd level). If you have none of the affinities, it counts as a level higher (ie: if you have Spirit and Fire, but it needs Water and Earth, a 3rd level weave counts as a 4th level weave).
- An idea we've been bouncing around with ta'veren is action points. Action points have always been a method of player narrative control, which is ultimately what ta'veren area.
A sidebar with different options would probably be best.
I personally like the idea of the DM deciding a particular person (or set of people) being ta'veren for the moment, and gives them some action points to use.
I also like the idea of a player being able to use an action point at any time, but doing so when you don't have any means the DM pulls a pathfinder plot card and uses a negative effect against you at some point later on.
This fits the game style (more storyteller), and the setting involved.
PCs are Ta'veren by default, but in the books the three boys are specifically them.
They d20 book has Rand, Mat and Perring with bonus feats. Like, a lot of them, such that they're beyond even PCs: Rand has all affinities and loads of Talents. Mat has bonus re-rolls. etc.